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Everything posted by Obsidian
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Alright, my maps are in a semi-playable state! I will fully admit that they aren't fully tested and still need their difficulty settings, but I've been pretty rushed off my feet as of late (full-time study does that to you) and if I didn't get these out now I'd probably miss the deadline. Anyway, maps! Map name: Seized with a Violent Joy Format: Eternity (Doom in UDMF Format) Build time: Most of the month Music: The MAP07 music from Jungle Spirits (dunno the actual name, alas ¯\_(ツ)_/¯) Big ol' bastard of a map, lots of moving parts. Was pretty fun to let loose with Eternity's various tools. Map name: All Turned Around Format: Eternity (Doom in UDMF Format) Build time: The rest of the month Music: "CARMID03.MID" from Carmageddon Started this one on the weekend while mapping with friends, wanted to make a submission that used some of @MObreck's custom content. At current though I think it needs some tweaking for Eternity, the custom monster I ended up using didn't actually, well...shoot anything. I should be able to properly balance the map once the Grells are fixed. Oh yes, and before I forget: submissions close in a little over 24 hours. Time is of the essence!
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I am inclined to agree. Maybe have a read of this before posting another project thread.
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I was thinking of using the Grell for my second submission, so go ahead and toss that one in. 👍
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Err, John Mama. Anyway, closing this very dumb thread.
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@MObreck I'd prefer to keep the weapons stock, yeah. As for the monster additions, if I can finish my first map this weekend I'm considering using a couple in a quicker second submission. :)
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Only the compiling, not the submissions. :P But yeah, give or take a few hours there's still a week left before pencils down. Looking forward to seeing what people bring to the table!
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Terminal Stages of Nostalgia - one map
Obsidian replied to AD_79's topic in WAD Releases & Development
Damn good stuff! Has some really nice visuals and I appreciate the way that it opens up ways back to previous parts of the map, helps with exploration. -
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Liking what I'm seeing! :D Also wasn't aware that slopes worked as intended now, gonna have to explore that sometime later. Also! The resource pack has received an update: nothing groundbreaking, just a couple of additional textures and a bit of graphical work that needed attending to. Massive thanks to @Dragonfly for the M_DOOM graphic, I'd be lost without ya. :P Link in the OP has been updated.
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Yeahhh, locking this one before it goes somewhere wholly predictable.
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Good stuff! Just remember that Eternity's slopes currently aren't traversable in the traditional sense, so it's best to use them for detail that the player can't reach.
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Why are theyre so many inmost dens remakes
Obsidian replied to Shakariki Heisenberg's topic in Doom General
I'm reminded of Rob Zombie saying that every metal song since Black Sabbath is just a variant of one of their tracks, heh. -
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Liking what I see so far! Here's my I've got going on, hoping to get it out the door in the next week.
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No worries, it's pretty clear that there wasn't any ill intent involved. I'd recommend checking this out, could be pretty helpful for you. :)
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Links in the OP have been removed. As for your question @BeefyBoi, it's actually quite simple: if your wad file has just the altered sprites included (between the appropriate markers of course), then they'll replace the stock ones when the wad is loaded alongside DOOM2.wad. Try taking a look at some of the wads other folks have released and seeing how they go about their business.
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There's no specific number, but I'd ask people simply to use their judgement when it comes to adding custom content: the textures you decide to include should compliment what is already in the resource pack in some way and as such the quantity shouldn't be overly excessive.
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From what I understand it has something to do with an unrelated incident elsewhere in the forum: I can't recall any interactions I've had with Mr. IcarusOfDaggers that have ended poorly, so I have to assume that his words weren't directed at me specifically. Either way, I'll remove his name from the list as requested.
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Indeed, I did notice that. I will still insist on them being exclusive to those mapping for Eternity though: part of that is admittedly a bit of enticement, but the other part is that the project as a whole does not really need custom monsters. They aren't the central focus, nor is the project built to accommodate them: it's neat to have them, don't get me wrong, but a fine line has to be walked with their inclusion to make sure they don't make the finished product feel too busy or complicated.
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Hey, sorry for the delay in getting back to you! Head like a sieve sometimes, I swear. In regards to the custom monsters, I'm fine with their inclusion but I'll ask that you use them sparingly: considering they're Eternity-exclusive and not the primary focus of the project, it would be a good idea to place them judiciously when it comes to your submission. I'll add a link to them in the OP for those who'd be interested in using them in their maps.
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And we have our first submission! Cheers TVK. :D I'm hard at work on my map as well: no screenshots just yet, but I am at least having fun with portals.
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Mosaic release thread - Now on Idgames
Obsidian replied to Szymanski's topic in WAD Releases & Development
Not at all surprised by Danlex taking home the gold, haha. Cheers for hosting this Lee. Oh yeah, and could you pop a green sky into my map please? Mine's currently in the MAP20 slot. -
It's not a prerequisite, although if you do wanna cut your teeth on a project and build up your skills I'd heartily recommend this one over here. 👍
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The plan was indeed to make the finished product for the Eternity Engine, apologies for not being clear in the OP. I likely won't be making separate compilations in accordance with format unless there's sufficient demand.